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Ben Riggs: 'The Golden Age of TTRPGs is Dead'

Author of 'Slaying the Dragon' predicts an end to the current boom.

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Ben Riggs, D&D historian and author of Slaying the Dragon: A Secret History of Dungeons & Dragons has posted an essay widely on social media entitled 'The Golden Age of TTRPGs is Dead'.

Note that Riggs uses the term '6th Edition' in this essay to refer to the 2024 core D&D rulebooks but says that "I am by no means married to the 6E nomenclature. It's just shorter than saying "the new books coming out this year" again and again and again."

We are watching a bright and special time in the TTRPG industry pass away before our eyes.

Around the start of the 2010s, we saw the dawn of a new golden age of tabletop roleplaying games. Since then, huge numbers of new players have found the hobby thanks to Stranger Things and actual plays like Critical Role. These new fans discovered a vibrant and thrumming TTRPG industry. There was the D20 fantasy family of games, dominated by D&D 5E, but rich with other games published under the OGL and the fertile depths of the Old School Renaissance. There were other mainstream publishers with storied brands, such as Call of Cthulhu, Deadlands, and Shadowrun. Lastly, there was a flourishing indie TTRPG scene that revolutionized what a TTRPG was, such as Apocalypse World.

This influx of gamers created a rising tide that lifted all boats. Novice gamers started out playing D&D 5E, yes, but went on to discover other great games. Because of the OGL, countless companies and designers could make money creating for D&D 5E. Because of the increasing number of gamers, even strange, freaky, or weird TTRPG ideas could find an audience. Have you heard of Apollo 47 Technical Manual the RPG?

But recent developments make clear that this radiant golden age is ending, as surely as the steam engine ended the age of sail, or hobbits bearing a ring ended the Third Age of Middle-earth.

The Doom of Our Time Approaches

In the wake of the Open Gaming License scandal of this past winter, a number of companies have successfully launched new TTRPGs intended to move them past the possibility of Wizards of the Coast ever threatening their businesses ever again. Some of the games grossed millions in crowdfunding campaigns. All have been positively reviewed.

Some cite the success of these games, which are intended to replace 5E/OGL content for the companies involved, as signs of the continued health and growth of the TTRPG industry.

They are not.

Rather, they are signs that the industry has peaked, and may be about to enter a decline.

Why?

After the Open Gaming License crisis of 2023, I became pessimistic about the damage the attempt to kill the OGL had done to our hobby. Others told me that the result of the crisis would be the blooming of a thousand flowers. Discouraged from using 5E by Wizards of the Coast’s attempt to kill the OGL, we would all get amazing new TTRPGs.

Maybe every single one of those new TTRPGs is going to be amazing. Maybe every one will be so fun and so captivating that lawns will go unmowed, pets unfed, and diapers unchanged because we are all so busy playing one of those games.

The problem is the TTRPG business is devilishly difficult. Only very rarely does the creation of a phenomenal game actually lead to financial success.

And the death of the OGL and the creation of these games has fundamentally changed the industry in such a way that it will be harder for those companies to make money in the future. A difficult business is about to become more difficult.

Consider the state of the industry a mere eighteen months ago; countless publishers, from MCDM and Kobold Press to Wizards of the Coast, were all making 5E material; it was easy to purchase products from multiple publishers because if you were running 5E, you could use the work of all these companies at your table; this made it easier for companies to share customers.

The new TTRPGs birthed by the OGL crisis are about to make that sort of customer sharing much, much harder. MCDM is publishing a TTRPG where you roll 2D6 to hit. Pathfinder’s 2nd edition remaster has no alignment and changed ability scores. Critical Role has dropped 5E like a dead cockroach and is playtesting its own new fantasy game, Daggerheart, which uses 2D12s, and a horror game named Candela Obscura.

And of course, there is the rising Godzilla that is 6th edition D&D, which scientists say will attack our shores in the spring of 2024. So far, there is no hint of an OGL for whatever that game will be.

The problem is, 5E was not just a game. It was a massive community of players. Countless companies could thrive making products for that community.

These new games are a shattering of that community. Instead of countless companies working to make your 5E game better, they are now asking you to become MCDM, or Darrington Press, or Paizo, or D&D 6E players. We are entering an era of division, faction, and balkanization.

The companies are now asking fans to choose sides. It also means that it is going to become more difficult for them to share customers. How interested will a Pathfinder fan be in an MCDM product? Or 6th edition? History suggests these sorts of barriers depress sales.

All This Has Happened Before

In the 1990s, TSR, the first company to publish Dungeons & Dragons, embarked on publishing setting after setting after setting for the game. By 1997, over a dozen settings were sold by the company. Fans stopped being fans of D&D, and instead became fans of a particular setting, and would only buy products for that setting. In 1997, TSR was near death as setting releases had plummeted from the hundreds of thousands of copies in the 1980s, to a mere 7,152 copies sold for the Birthright campaign setting in its first year of release. D&D was only saved from a terrible fate by Wizards of the Coast and their fat stacks of cash. They purchased TSR in the summer of 1997.

Some might say it is unfair to compare the different settings of the 90s to the different systems of today. Settings and systems are different, after all. And I do agree with the point. Switching systems is a BIGGER ASK than switching settings, therefore this change should have a LARGER IMPACT ON SALES.

And it is all happening again. The TTRPG audience is fracturing at the seams, and it will hurt sales and growth.

To focus only on MCDM, this current BackerKit is likely the most successful campaign the company will ever see. Every campaign after this will struggle to get the same sort of sales numbers as people slowly bleed away to the competition. Paizo will say check out our competing fantasy game. WotC will batter us all with a punishing wave of marketing trying to convince all of us of the newness and hotness of D&D 6th edition. (May it be both new and hot! But I have my doubts…) And fans will bleed away.

Furthermore, what will happen to the YouTube channel that is the foundation of MCDM’s success? Matt Colville is a master communicator and was a major evangelist for D&D in his channel’s heyday. He is passionate, intelligent, and inspiring. If Dungeon Masters could go into the locker room and get a pep talk from their coach in the middle of a game of D&D, that coach would be Matt Colville.

How much time is Colville going to devote to D&D now that it is essentially his competition?

In the past year, he has put out less than 20 videos on his channel. Those videos now range widely in topic, from TV reviews and interviews with language scholars to some D&D content, and a discussion of the creation of his new RPG. Go back five years, and Colville was putting out video after video after video of fantastic advice about running D&D, usually with 5E as the default. He dispensed some of the best advice on TTRPGs I have ever seen.

But it appears his content is fundamentally shifting, and he is asking that his audience go with him somewhere new.

Let’s look at MCDM’s recent efforts from the point of view of Wizards of the Coast. It is all ruin, disaster, and calamity. Master communicator and D&D fanatic Matt Colville has gone from convincing people to try D&D, and explaining how best to play D&D, to instead asking his 439,000 subscribers to stop playing D&D and play his game instead.

Not to mention that Critical Role—a huge reason for the recent surge in popularity of D&D—is likewise stopping their support of D&D, and asking their 2.1 million YouTube subscribers to start playing one of their two new games instead. I will not mention that, lest it further trouble the sleep of the D&D people at Wizards of the Coast… (What if 2.1 million people simply don’t buy 6th edition?)

In summary, all these events are interfering with the developments that created the golden age of TTRPGs. The removal of D&D from Critical Role likely hurts everyone involved. For years, Critical Role’s pitch was “Watch voice actors play D&D!” (A concept even my 80-year-old Aunt Sonja understands.) Now, the pitch is “Watch voice actors play Candela Obscura!”

But what is Candela Obscura? (If asked, Aunt Sonja might guess Candela Obscura was a potpourri scent.) The brand recognition that drove people to Critical Role is gone.

Simultaneously, the splintering of the D&D 5E community will make it harder for new designers to break into the industry, and harder for established companies to attract new customers. Growth in the TTRPG field will slow.

What the Future Might Look Like

And if I’m right, and this is how the golden age of TTRPGs dies, certain things follow naturally from these events. Here are my predictions—Prophecies?—that I may be held accountable for my rashness in writing all this down. I may be wrong, but if I’m right, the following things seem likely to pass:
  • Sixth edition will not do as well as 5th edition. Even more firings will follow. Wizards, which struggled to know what to do with D&D when it was a success (No Honor Among Thieves Starter Set? Really?) will be flummoxed by what to do with it when it is perceived as a failure.
  • No MCDM RPG crowdfunding campaign will ever do better than this initial campaign to fund its TTRPG.
  • Kobold Press’s post-OGL game, Tales of the Valiant, has been criticized for being too similar to 5E. For Kobold Press, I see two futures. Perhaps they will slowly bleed fans in the same way that MCDM will. But if D&D 6th edition is too different, and people really don’t want to move on from 5E, Kobold has positioned themselves to be the next Paizo, and Tales of the Valiant, the next Pathfinder.
  • The frequency of million-dollar TTRPG Kickstarters will decrease.
  • Attendance at major gaming conventions will plateau.
  • TTRPGs will become less interesting. Less exciting. Less creative. And despite all the new systems, it will also grow less diverse as it becomes even harder to make money in a TTRPG community broken into factions.
And so a golden age ends sputters out.

Unless something truly dramatic and game-changing hits the industry.

What could change this grim future? I suppose a group of publishers coalescing around a single system might change matters.

Or something truly inconceivable, something like giving 6th edition D&D an OGL, or putting the rules in the Creative Commons.

And after last month’s blood sacrifices upon the altar of profitability, who is even left at Wizards with the power and experience to advocate for such a thing?

It has been a grand era to be a gamer, one which we have been fortunate to live through.


There are a few inaccuracies in the essay--Critical Role does still play D&D, for example.

Numerous industry professionals have also posted thoughts in response, some agreeing and others disagreeing--you can see their comments on the original Facebook post, which is publicly viewable.

Mike Mearls, who was laid off from WotC a few weeks ago responded "WRONG! The age of fixating on one company and its decisions is dead. Now the audience is in the driver's seat. Let us hope they hit the gas."

Shannon Appelcline, of Designers & Dragons fame, said that he thought "the reports of the OGL's death are greatly exaggerated." He went on to say that fandom has kept WotC "from destroying the Golden Age".

Keith Strohm, D&D brand manager in the early 2000s, and later COO of Paizo, commented that it was "an exceptionally astute analysis" and that it was like "watching history repeat itself". He talked about the intent of the OGL and ended by saying "I don't want to be a prophet of doom, so I'm rooting for all of these companies, many of whom are either founded by or employ my friends and colleagues. However, I wouldn't launch a new system in this current environment."

Marvel Multiverse RPG designer Matt Forbeck said that "It might herald the end of a golden age of D&D, but other games may yet thrive".

Industry veteran Owen KC Stephens remarked "This is a well-considered, well-reasoned analysis. I disagree with almost all of it."

James Lowder, who directed various lines for TSR in the 80s and 90s, feels that "It's a Second Golden Age for game design and variety." He commented on WotC's possible plans for a digital-first edition of D&D--"If Hasbro/WotC tries to make the new edition a subscription-based, highly monetized walled garden, with radically increased direct-to-consumer sales, they will likely blight the market and the hobby--this is likely to happen whether they succeed or fail. This kind of move will roll back the overall audience for everyone and could well remove RPGs from many stores that rely on D&D sales in order to justify devoting the shelf space to RPGs."
 

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A bit late to the party, but I have some random observations I wanted to get down before I started reading the thread.

I think that MCDM and Matt Colville would have brought out a new game, OGL or no OGL. I was thinking that in some of the later videos I caught before the OGL issue, Matt was getting bored of doing D&D videos. He had said what he wanted and he is a game designer. He wanted to try his hand. I think that the OGL bumped up his schedule but we would have seen that game anyway.
I think it is possible that the D&D playerbase is large enough for a large pool of players to slide off and not affect SoTC's bottom line overly much. I am guessing, so I could be wrong.

Yes. It was clear to me that Matt really missed the good ideas from 4e D&D, even if he really liked a lot of what 5e has to offer. And that he was tired of hitching his wagon to the... rather bland and undercooked stuff coming out of Seattle.

When it became clear that they couldn't really make the kind of products they really wanted to make without making what was there more their own, I think that made him think about it. I think Matt seeing what his company could do with Arcadia, Flee Mortals!, Where Evil Lives, The Beastheart, and The Talent really made it clear that he'd been designing around 5e more than designing for 5e. 5e D&D just has a bunch of problems that WotC doesn't care about fixing or even thinking about as a game. I think the OGL fiasco mainly was the straw that broke the camel's back at MCDM, but I also think that that straw had been falling for a couple years at that point.

It was for me, too. We've gotten increasingly dissatisfied with WotC material after Tasha's, and the OGL fiasco just made my table entirely stop caring about D&D. It felt like the heart had gone out of all of it. Maybe we finally made our saving throw against the illusion. Now it feels like we can't go back where we came from. So I think Riggs is right that the OGL fiasco signals the end of the era.

I wonder if any TTRPG can maintain widespread acclaim or acceptance for 10 years.

Anyhow, as it is I'm much more interesting in choosing between The MCDM RPG and Shadowdark for future games, depending on exactly what we're trying to do for that campaign. We like both styles of play, but not really at the same time.

10, 20 years ago, I would have agreed with Ben Riggs, that the appearance of a bunch of fantasy heartbreakers would have fragmented the playerbase and lead to a decline in overall numbers. I am not sure that this is still the case. VTT's and associated technology is making, keeping a group together much easier and this is getting easier all the time.

Yeah. I don't think they're really heartbreakers. I don't think Pathfinder is a heartbreaker, or Tales of the Valiant, or The MCDM RPG, or Shadowdark, or Daggerheart. Those are games that seem to have their own take on what fantasy TTRPGs should be about (though I'm less sold on TotV in that respect). That's how I see the hobby fracturing, but I don't see that as failure or collapse. It's just no longer universal "oatmeal" as Matt Colville called it. Instead it's a broader range of games that are about something and that support a style of play instead of being about "playing D&D" as some Platonic high concept or circular definition.

And yes, while Critical Role hasn't dropped 5e D&D for Campaign 3, I have full confidence that the first thing they'll do when Daggerheart releases is wrap up Campaign 3 and switch to Daggerheart for Campaign 4. It's unreasonable to think they would do anything else.

I don't know what VTTs will do to the hobby, but I do know that even if WotC's D&D implodes as a TTRPG and it becomes just another toy brand that the hobby of TTRPGs is going to outlive it.

Edit: Complete sentences are
 
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payn

He'll flip ya...Flip ya for real...
It was for me, too. We've gotten increasingly dissatisfied with WotC material after Tasha's, and the OGL fiasco just made my table entirely stop caring about D&D. It felt like the heart had gone out of all of it. Maybe we finally made our saving throw against the illusion. Now it feels like we can't go back where we came from. So I think Riggs is right that the OGL fiasco signals the end of the era.
This is an interesting thought. I'd say D&D history is filled with these moments for folks all across the board. Keeps on truckin though.
 

aramis erak

Legend
And yes, while Critical Role hasn't dropped 5e D&D for Campaign 3, I have full confidence that the first thing they'll do when Daggerheart releases is wrap up Campaign 3 and switch to Daggerheart for Campaign 4. It's unreasonable to think they would do anything else.
Without knowing their deal with WotC/HasBro, what is or is not reasonable is far less clear. If they're obligated to some date to do a D&D based show, then anything less would require serious justification to be reasonable.
 

CapnZapp

Legend
That's exactly why I think that the 5e monoculture is often bad for creativity and diversity. I suspect that a lot of creators try to make their scenarios/settings hew to 5e because they hope it will lead to more sales, when their ideas might be better suited to other systems. A lot of the 5e audience then won't care for their deviations from the D&D formula, and a lot of people who might be interested in something different might not even check it out, because it's just another 5e supplement to them. Meanwhile, creative vision gets muddled by D&D tropes.
I can say I found the DCC line of modules to be a breath if fresh air. Not perhaps "fresh" as we're talking OSR here, but massively more creative and very much better than their previous efforts.

To be clear, I mean that the 3e DCC modules were average at best, nothing special at all; their 4E efforts just showed how bad fit that edition was for them; meanwhile their adventures for the DCC ruleset were fantastic.

So I totally get what you mean; D&D is very far from always a good fit.

But when you're specifically claiming to be 6E or "fix" 5E or whatever, you better bring the special D&D sauce or your game ain't gonna make it.
 

CapnZapp

Legend
2024 will not provide you much of an opening even if you stay compatible imo
Assuming WotC can stop itself from putting their foot in the mouth.

Yes the game update itself is very much not an alienating 4th edition.

About a year ago most people were convinced the opening was there. Now?

People are quick to forgive. If and only if WotC can keep from rocking the boat.

Even their recent mass firings doesn't seem to keep people away.

We'll see. The edition is only one hurdle. There's still the license, and then their online subscription ideas. Make it seem like you need to pay per month just to play and the opening will be wider than ever
 

mamba

Legend
Assuming WotC can stop itself from putting their foot in the mouth.
they won't stop, but at the same time the impact of that is grossly overrated, I do not believe any of it is moving the needle much, and most of it is not moving it at all

Yes the game update itself is very much not an alienating 4th edition.
agreed, it is flat out 5e with tweaks

About a year ago most people were convinced the opening was there. Now?
that was the OGL, that might have created an opening if they had stuck to their guns. Even so they would have remained dominant, but yes, if untreated, that might have spawned another Paizo. Putting the SRD in CC closed that hole before it really opened however.

Even their recent mass firings doesn't seem to keep people away.
see above, not moving the needle in and of itself, maybe the consequences will, if this impact individual products

We'll see. The edition is only one hurdle. There's still the license, and then their online subscription ideas. Make it seem like you need to pay per month just to play and the opening will be wider than ever
what license issue, a new SRD? Will make rather little difference. There won't be a mandatory subscription. They have DDB and eventually the VTT, not really all that different from others (Roll20 etc.)
 



The Soloist

Adventurer
I believe that only 20% of all new D&D players continue to play RPGs after the first 6 to 12 months. The retention level is not very high from what I've seen since 1981. Of those, I guesstimate 75% (of the 20%) continue playing D&D and the rest start playing other RPGs.

For non-D&D games, the battle is for that 5%. As D&D becomes more popular, that 5% becomes a larger customer base. If there are 100 million D&D players that is a lot of potential non-D&D players after 6 to 12 months.

Long Live D&D!
 

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